11,556 Commits over 3,591 Days - 0.13cph!
- Removed the debris chunks that look stuff you should collect from all the enemies
- Reduced last orders mission length to 4 rooms
- Added Spawner Spikeys that spawn a bunch of normal spikeys when killed
- Can now click middle mouse to collect weapon
- Launchers can be set to destroy themselves after completing a cycle
- Fix for healh bar not stopping flashing
- Added no ammo click noise when trying to fire a weapon with no ammo
- BaseEntity can now be set to spawn specific items
- Lowered turet health values 20->16
- Rooms now spawn more loot barrels
- Loot spawner bug fix
- Rebuilt factory tileset
- Ammo placeholder UI and switching
- Speed boost duration and cooldown reduced further
- Enemies/containers can now drop ammo
- Ammo drops have an 80% chance to drop ammo type for one of your equipped weapons or 20% chance to be a random ammo type
- Player health bar now flashes when <= 2 health and 0 shields
- Loose cannon damage is now 2-2 from 1-2
- Flash component can now take a target gameobject to flash and caches it's own renderer
- Can now switch weapons with the mousewheel as well as Q
- Cash now disappearsa after 10 seconds, to encourage the player to head into danger. Starts flashing after 6 seconds
- Increased ammo cost of bolt gun
- Increased spawn weighting of spikers
- Reduced ammo cost of loose cannon
- Weapons can now drop from enemies and crates
- Spawn budget changes
- Weapons now use one ammo cost for both weapons, not one each
- Added placeholder ammo counters to UI
- Added ammo types and ammo
- Weapons now use ammo
- Weapon definitions can set ammo type and ammo cost
- Weapons grant ammo of their type when picked up for the first time
- Weapons can now be picked up and dropped
- Reduced duration and cooldown of speed bost
- Reduced aggro range
- WIP weapon pickups
- Enemies in an enemy pack now have a spawn chance weighting
- Increased ratio of spikey enemies to others
- Health tweaks for enemies
- Glueblast collider radius tweak
- Changed some spawn budgets down by 10
- Removed town
- Mission generation screen is now instant
- Reduced spawn location density around room entrances in Factory tileset
- Enemy shield ability max duration timer from 3 to 2 seconds
- Another shockbeam fix
- Increased speed of spikey things
- Turret spawn chance increased to 30% from 20%
- Couple of shockbeam optimisations
- Rebuilt factory tileset
- glue moves faster
- turret plasma blasts are larger and decelerate
- Lowered health values
- Doubled spawn budgets
- Made glue projectiles faster
- Patchers now shoot faster and with an increased angle offset range
- blocked empty feedback reports
- Increased size of glue projectile and decreased it's speed
- Enemies can now only use their shield ability twice
- Enemies now only use their abilities when they're aware of the player
- Locked off all mission except one
- Made mission level flow linear
- Added enemies back to minimap
- Reduced health of bouncers
- Doubled M/K camera look ahead distance
- Troubleshooter updated for feedback build
- Mission lenghts/rewards stuff
- Moved boss mission to 4th mission
- Removed boss text from mission screeen
- Your round uses pipes dungeon flow
- Mission stuff
- RadiusBlast now does direct hit damage to large collider objects
- Aclohol extractor stuff
- Reworded nuts waiting message and made it fit the panel better
- Added mortar spawner to beer taps fight, altered heal;th values of taps + turrets,made it more fun
- Super duper booster effects now face actual movement direction not ship orientation
- Ability and powerup booster effects now activate
- Booster WIP stuff and playership scene rebuild
- Dropped weapons now have an effect
- Rebuilt player prefabs
- Added starter booster to starter equipment
- Starter equipment items are now excluded from loot selection